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hiloteam avatar

hiloteam/Hilo

0
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5,932 stars·846 forks·JavaScript·MIT·36 viewshiloteam.github.io↗

Hilo

Hilo is an HTML5 game engine for building 2D games that run across browsers and devices. It renders graphics through Canvas, DOM, or WebGL backends, automatically selecting the best option for the target environment. The engine provides a complete game development solution with sprite, skeletal, and particle animation, along with a texture atlas system for efficient image loading and rendering.

The framework distinguishes itself through its integration of the DragonBones skeletal animation engine, which drives bone-based character movement without frame-by-frame sprites, and its Chipmunk physics simulation for realistic collisions, gravity, and rigid body interactions. It offers a plugin-based module architecture for assembling game logic from independent, reusable components, and a unified pointer event system that maps mouse and touch input into a single cross-platform interface. A command-line project scaffolding tool generates complete game directories with build configuration and starter code.

The engine includes asynchronous asset loading with progress tracking, audio playback via HTMLAudioElement and Web Audio APIs, and a scene graph display hierarchy for organizing visual objects. It supports bitmap caching for performance optimization, camera and viewport management with target following and zoom, and a range of UI components including multi-state buttons. Example implementations demonstrate the framework's capabilities through recreations of popular game genres such as 2048, Flappy Bird, and Fruit Ninja.

Features

  • Multi-Backend Renderers - Renders game graphics using Canvas, DOM, or WebGL renderers, automatically selecting the best option for the target browser.
  • 2D Game Engines - Provides a complete 2D game engine with sprite, skeletal, and particle animation across multiple rendering backends.
  • Chipmunk Physics Simulators - Applies real-time physics simulation using Chipmunk for collisions, gravity, and rigid body interactions.
  • Chipmunk Physics Engines - Integrates the Chipmunk 2D physics engine for gravity, collisions, and rigid body interactions.
  • Animation Tweening - Provides property tweening with configurable easing curves for animating object attributes over time.
  • Value Tweens - Ships value tweening that transitions properties between start and end values with easing.
  • Visual Object Tree Organizations - Groups child visual objects within a container for hierarchical rendering and transformation.
  • Chipmunk-DragonBones Integration - Integrates Chipmunk physics with DragonBones skeletal animation for realistic character movement.
  • Asynchronous Asset Loading - Queues and loads images, sounds, and other assets asynchronously with progress tracking.
  • Multi-Backend Rendering Frameworks - Renders graphics through Canvas, DOM, or WebGL backends for cross-browser compatibility.
  • Scene Graphs - Organizes visual objects in a parent-child tree rooted at a stage for coordinated rendering.
  • Game Asset Management - Ships an asynchronous asset queue that loads texture atlases and audio files with progress tracking.
  • Game Modules - Assembles game logic from independent, reusable modules using a plugin-based architecture.
  • Modular Scene Assemblers - Assembles game scenes from reusable visual objects like sprites, bitmaps, buttons, and text elements.
  • Scene Object Manipulators - Constructs game scenes from reusable visual components like sprites, bitmaps, and buttons.
  • 2D Visual Object Creators - Creates and manages sprites, bitmaps, buttons, and text objects for 2D game scenes.
  • Sprite Sequence Animations - Animates sprite objects using frame sequences across multiple rendering backends.
  • Display Object Containers - Groups multiple visual objects together so they can be transformed or managed as a single unit.
  • Display Stage Managers - Acts as the root container for all display objects, managing the render loop and coordinate system.
  • 2D Scene Layer Managers - Provides depth-sorted layer management with camera scrolling and parallax for 2D game scenes.
  • Object Hierarchy Management - Organizes visual objects in a parent-child tree structure for collective positioning and rendering.
  • Scene Organizations - Groups visual objects into a container hierarchy rooted at a stage for structured rendering.
  • Scene Constructions - Creates and manages visual objects like bitmaps, sprites, and graphics within a structured scene hierarchy.
  • 2D Rendering Engines - Provides a 2D rendering engine that draws sprites, vectors, and text across Canvas, DOM, and WebGL backends.
  • DragonBones Skeletal Animation Engines - Plays bone-based animations from DragonBones data for character movement without frame-by-frame sprites.
  • 2D Sprite Composers - Displays bitmap-based characters and objects with animation and layering support.
  • 2D Skeletal Animation Engines - Integrates the DragonBones engine for bone-based 2D character animation without frame-by-frame sprites.
  • DragonBones Animation Engines - Integrates the DragonBones skeletal animation engine for bone-based character movement.
  • DragonBones Skeletal Animations - Integrates the DragonBones skeletal animation engine for bone-based character movement.
  • Object Grouping - Organizes multiple visual objects into a container so they can be moved or transformed together.
  • Game Input Interactions - Implements pointer input, drag-and-drop, multi-state buttons, and Chipmunk physics for game interactions.
  • HTML5 JavaScript Games - Provides a complete HTML5 game engine for building browser-based 2D games with sprite animation and audio.
  • Movement Physics Simulation - Applies gravity, velocity, and collision to game objects for natural movement and interactions.
  • Collision Detection - Applies basic collision detection and response between game objects for movement and interaction.
  • Holiday Interactive Experiences - Plays musical notes triggered by player actions, such as collecting items, to form a melody.
  • Web Audio API Sound Engines - Loads and plays sound effects and music using HTMLAudioElement and Web Audio APIs.
  • Audio Playback - Plays audio in the browser using either WebAudio or HTMLAudio for sound effects and music.
  • Bitmap Rendering - Renders a static image or a rectangular region of an image onto the display canvas.
  • Canvas Rendering - Draws vector shapes, images, and text onto an HTML canvas element for display in the game.
  • Text Rendering - Renders text strings using canvas drawing and DOM elements for game interfaces and labels.
  • Texture Atlases - Packs multiple small images into a single large texture for efficient loading and rendering.
  • Atlas Frame Extractors - Loads texture atlases and extracts individual frames for sprite rendering.
  • Multi-Backend Shape Drawers - Provides methods to create and render vector shapes across multiple rendering backends.
  • Programmatic Shape Renderers - Renders shapes, lines, and fills programmatically without external image assets.
  • Particle Effects - Generates and animates a large number of small images to simulate fire, smoke, explosions, or other visual phenomena.
  • WebGL Rendering - Draws visual objects using WebGL on a canvas element for hardware-accelerated rendering.
  • Custom Event Emissions - Attaches and dispatches custom named events on game objects for decoupled logic communication.
  • Event Listener Attachments - Attaches event listeners to visual objects so they respond to user clicks or touches.
  • Named Event Dispatchers - Binds event handlers to objects and fires named events in response to user or system actions.
  • Plugin-Based Architectures - Assembles game logic from independent, reusable modules using a plugin-based architecture.
  • Event Handling - Attaches event listeners to display objects for responding to user interactions.
  • Input Event Dispatchers - Captures and propagates mouse, touch, and key press events to display objects.
  • Pointer Event Handlers - Maps mouse and touch events into a single pointer event system for cross-platform input consistency.
  • Cross-Platform Pointer Event Mappers - Maps mouse and touch events into a single pointer event system for cross-platform input consistency.
  • DOM-Based Rendering - Renders visual objects as DOM elements for text-heavy or complex layouts.
  • Unified Pointer Input Handlers - Captures mouse and touch events on visual elements to enable clickable buttons and draggable objects.
  • Multi-State Game Buttons - Creates clickable buttons with distinct up, over, down, and disabled visual states.

Star history

Star history chart for hiloteam/hiloStar history chart for hiloteam/hilo

How this analysis was created: This summary and feature list were written by an AI model that read the project's README and public documentation pages. Each feature links to the documentation it came from; stars, license and language come straight from the GitHub API. The model does not read the source code, and the analysis is refreshed when the project is re-analysed. Learn more on our About page.

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Frequently asked questions

What does hiloteam/hilo do?

Hilo is an HTML5 game engine for building 2D games that run across browsers and devices. It renders graphics through Canvas, DOM, or WebGL backends, automatically selecting the best option for the target environment. The engine provides a complete game development solution with sprite, skeletal, and particle animation, along with a texture atlas system for efficient image loading and rendering.

What are the main features of hiloteam/hilo?

The main features of hiloteam/hilo are: Multi-Backend Renderers, 2D Game Engines, Chipmunk Physics Simulators, Chipmunk Physics Engines, Animation Tweening, Value Tweens, Visual Object Tree Organizations, Chipmunk-DragonBones Integration.

What are some open-source alternatives to hiloteam/hilo?

Open-source alternatives to hiloteam/hilo include: godotengine/godot-demo-projects — This repository is a comprehensive collection of functional 2D and 3D demo projects and implementation samples for the… jonobr1/two.js — Two.js is a multi-backend graphics engine and vector drawing library that provides a unified API for creating… cocos2d/cocos2d-objc — cocos2d-objc is an Objective-C 2D game engine designed for developing interactive games and applications. It serves as… melonjs/melonjs — melonJS is a lightweight HTML5 game engine for building 2D games in the browser using JavaScript. It provides a… killedbyapixel/littlejs — LittleJS is a lightweight HTML5 2D game engine designed for building web games using Canvas and WebGL without external… kittykatattack/learningpixi — learningPixi is an educational resource and instructional guide focused on 2D web graphics and interactive media…